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Enhanced User Interface v1.30m

@vttale: thanks a lot for taking the time to make so many suggestions. I agree with a lot of them, especially the trade screen streamlining I really wanted but never had the time for. And at this stage I only have time for bug fixes and minor changes.

Can something be done about indicating when Civs are asking to renew a deal for a resource that would leave you with 0? So annoying when they take your last lux that way
that's a bug in the game's DLL (out of the scope of EUI), but if you mouse over your leader's icon in the civilization ribbon it shows how many you actually have to trade

Better ordering of units down the left side. They appear to be random. Could group by type? And maybe group sleeping/fortified vs active?
at present they are ordered by distance to the selected unit, but mechanism and usefulness is not obvious, so I may change that to simple alphabetic

Cheers
 
at present they are ordered by distance to the selected unit, but mechanism and usefulness is not obvious, so I may change that to simple alphabetic

FWIW, I modified mine to group by general unit types (workers/settlers/boats, melee, ranged, aircraft, missiles, melee ships, ranged ships, other civilians), then within each group i further broke it down by upgrade path with most upgraded on top, then finally alphabetically. This makes the unit list much more useful late game because you can predictably locate specific units. It also makes it so units with similar purpose, eg that you might want to use consecutively, are close together. The exact unit class list I used for sorting is in the spoiler tags.
Spoiler :

Code:
{
	"UNITCLASS_SETTLER", "UNITCLASS_WORKER", "UNITCLASS_WORKBOAT",
	"UNITCLASS_SCOUT",
	"UNITCLASS_WARRIOR", "UNITCLASS_SWORDSMAN", "UNITCLASS_LONGSWORDSMAN", "UNITCLASS_MUSKETMAN", "UNITCLASS_RIFLEMAN", "UNITCLASS_FOREIGNLEGION", "UNITCLASS_GREAT_WAR_INFANTRY", "UNITCLASS_INFANTRY", "UNITCLASS_MECHANIZED_INFANTRY",
	"UNITCLASS_PARATROOPER", "UNITCLASS_XCOM_SQUAD",
	"UNITCLASS_MARINE",
	"UNITCLASS_SPEARMAN", "UNITCLASS_PIKEMAN", "UNITCLASS_LANDSKNECHT", "UNITCLASS_LANCER", "UNITCLASS_ANTI_TANK_GUN", "UNITCLASS_ANTI_AIRCRAFT_GUN", "UNITCLASS_HELICOPTER_GUNSHIP",
	"UNITCLASS_ARCHER", "UNITCLASS_CROSSBOWMAN", "UNITCLASS_COMPOSITE_BOWMAN", "UNITCLASS_GATLINGGUN", "UNITCLASS_MACHINE_GUN", "UNITCLASS_BAZOOKA",
	"UNITCLASS_HORSEMAN", "UNITCLASS_CHARIOT_ARCHER", "UNITCLASS_KNIGHT", "UNITCLASS_CAVALRY", "UNITCLASS_WWI_TANK", "UNITCLASS_TANK", "UNITCLASS_MODERN_ARMOR", "UNITCLASS_MECH",
	"UNITCLASS_MOBILE_SAM",
	"UNITCLASS_CATAPULT", "UNITCLASS_TREBUCHET", "UNITCLASS_CANNON", "UNITCLASS_ARTILLERY", "UNITCLASS_ROCKET_ARTILLERY",
	"UNITCLASS_GREAT_GENERAL",
	"UNITCLASS_TRIPLANE", "UNITCLASS_FIGHTER", "UNITCLASS_JET_FIGHTER",
	"UNITCLASS_WWI_BOMBER", "UNITCLASS_BOMBER", "UNITCLASS_STEALTH_BOMBER",
	"UNITCLASS_ATOMIC_BOMB", "UNITCLASS_NUCLEAR_MISSILE", "UNITCLASS_GUIDED_MISSILE",
	"UNITCLASS_GALLEY", "UNITCLASS_TRIREME", "UNITCLASS_CARAVEL", "UNITCLASS_PRIVATEER", "UNITCLASS_IRONCLAD", "UNITCLASS_DESTROYER",
	"UNITCLASS_GALLEASS", "UNITCLASS_FRIGATE", "UNITCLASS_BATTLESHIP",
	"UNITCLASS_MISSILE_CRUISER",
	"UNITCLASS_CARRIER",
	"UNITCLASS_SUBMARINE", "UNITCLASS_NUCLEAR_SUBMARINE",
	"UNITCLASS_GREAT_ADMIRAL", 
	"UNITCLASS_ARCHAEOLOGIST",
	"UNITCLASS_MISSIONARY", "UNITCLASS_INQUISITOR", 
	"UNITCLASS_PROPHET", "UNITCLASS_ARTIST", "UNITCLASS_WRITER", "UNITCLASS_MUSICIAN", "UNITCLASS_SCIENTIST", "UNITCLASS_MERCHANT", "UNITCLASS_ENGINEER",
	"UNITCLASS_SS_COCKPIT", "UNITCLASS_SS_STASIS_CHAMBER", "UNITCLASS_SS_ENGINE", "UNITCLASS_SS_BOOSTER",
	"UNITCLASS_CARGO_SHIP", "UNITCLASS_CARAVAN"
}
 
I also really, really like this suggestion about indicating military power, but don't know if this is info you can actually find out in the unmodified game and thus won't be *just* a UI improvement, in which case I understand why you're not doing it.

http://forums.civfanatics.com/showpost.php?p=13444489&postcount=1050

That formula is exactly the same formula that the military advisor uses and transforms into wording, and the AI uses to evaluate power of other civs (including humans). I don't know why bc1 doesn't include it, and doesn't even answer my calls when I ask him to. This is one big difference with, i.e. Infoaddict, where you blatantly see information (like this one( that not even the AI uses.

Come on, bc1, just include it. It's one more line in the tooltips, and you know it mimics the mil advisor perfectly. It's boring to have to cycle through dozens of stupid advise to find the sentence that says exactly the same as that function...
 
That formula is exactly the same formula that the military advisor uses and transforms into wording, and the AI uses to evaluate power of other civs (including humans). I don't know why bc1 doesn't include it, and doesn't even answer my calls when I ask him to. This is one big difference with, i.e. Infoaddict, where you blatantly see information (like this one( that not even the AI uses.

Come on, bc1, just include it. It's one more line in the tooltips, and you know it mimics the mil advisor perfectly. It's boring to have to cycle through dozens of stupid advise to find the sentence that says exactly the same as that function...
Maybe it is they way you "ask" it, I personally would ignore requests like this.

Try to understand that it may look like just adding 1 line but it quite possibly has implications beyond that 1 new line. Moreover, bc1 does this for fun and brought us many excisting UI improvements for free. We owe him our patience.
 
Hello!

First congratulations for making this excellent mod :)

I have a problem with the city banner not showing anything (empty pop, prod) just showing the city name.

1. I did use Whoward's UI-Improved city banner along with your mod and all was fine except for that City States and other civs were visible in the fog (could see the city banners all over the unexplored map) also the city states were all showing the militaristic icon in the city banner.

2. When I disabled Whoward's city banner all the city banners became blank only showing the name of the city (also city states and other civs city banners visible in the fog)

I removed cache and it did not solve the problem :/ but when I enable whoward's city banner im back to 1.

I will try with the beta when I get home later but maybe you guys know a solution to this?

Thanks!

UPDATE!

Solved it! updated to the beta and now it's working :)
 
@vttale: thanks a lot for taking the time to make so many suggestions. I agree with a lot of them, especially the trade screen streamlining I really wanted but never had the time for. And at this stage I only have time for bug fixes and minor changes.

I hope my suggestion would be a minor change; no clue what would actually be involved. I find the "pick a city to trade with" window to be horrible with its enormous list of all the cities on the map you can now reach with your cargo ship near end game. Could all the cities of each civ be collapsed, such that there would only be one entry per civ? Clicking on it would expand that one entry so you can see all the possible trading routes for that civ? Maybe while collapsed the city displayed would be the one that would yield the most gold so at a glance you would know which may be the best.

Thanks for all your hard work!
 
Maybe it is they way you "ask" it, I personally would ignore requests like this.

Try to understand that it may look like just adding 1 line but it quite possibly has implications beyond that 1 new line. Moreover, bc1 does this for fun and brought us many excisting UI improvements for free. We owe him our patience.

Well, after many polite requests, one gets tired... and I will add it to his final version anyways, it would be more for you than me, what I request... so go on and ignore it.

And no, it has no implications for anything but a tooltip, I have done it for Global Relations. SO, bottom line, it's just goodwill vs not so much... when I add it to the final version, I may post it. Feel free to ignore it, please.
 
Well, after many polite requests, one gets tired... and I will add it to his final version anyways, it would be more for you than me, what I request... so go on and ignore it.

And no, it has no implications for anything but a tooltip, I have done it for Global Relations. SO, bottom line, it's just goodwill vs not so much... when I add it to the final version, I may post it. Feel free to ignore it, please.
Your goodwill is admirable, just don't force it upon other people ;).
 
Your goodwill is admirable, just don't force it upon other people ;).

Well, from that point of view, ANY mod is enforcing goodwill on other people... if we follow that logic, no mod whatsoever will ever be published, as ALL of them start as personal modifications to games based on, oh-oh, personal preferences.

This particular case, is just... I don't know how to define it. In any case, I will add it to his final version, the same as I am adding other things that I find lacking while deleting some that I find "too much". I may or may not share the mod-mod, and you may or may not feel willing "to be enforced" by it.

:rolleyes:
 
after many polite requests, one gets tired...
Hello dear polite friend,

my intent was never for you to feel ignored... I thought reply had been made long ago to your ancient request:
  • my personal feeling is that the game's military might rating is hopelessly useless because of (1) the overly simplistic algorithm used to determine Military Might value, and (2) the use of military might by the Firaxis AI is orders of magnitude less efficient than a human player
  • as you may recall EUI aims to provide only information available in the base game, not more: if you read CvAdvisorCounsel.cpp, you will notice there are many cases for advisors to show something else than military might, based on the result of assessments some of which would be overly tedious to duplicate in lua
  • I have not found a way for EUI to have its own localized strings, and have to reuse existing ones: unfortunately there does not seem to be short existing appropriate ones for military might
  • you are welcome to publish - or not - EUI mod mods, the choice is yours
  • you might want to consider the following code for your mod mod's military might, which better duplicates relevant part of CvAdvisorCounsel.cpp (in which values are not hardcoded):
    Spoiler :
    Code:
    function GetPlayerMilitaryStrengthTextKey( player1, player2 )
    	if player1 and player2 then
    		local baseStrength = GameDefines.MILITARY_STRENGTH_BASE
    		local militaryStrength1 = baseStrength + player1:GetMilitaryMight()
    		local militaryStrength2 = baseStrength + player2:GetMilitaryMight()
    
    		-- Example: If another player has double the Military strength of us, the Ratio will be 200
    		local militaryRatio = militaryStrength2 * GameDefines.MILITARY_STRENGTH_RATIO_MULTIPLIER / militaryStrength1
    
    		-- Now do the final assessment
    		if militaryRatio >= GameDefines.MILITARY_STRENGTH_IMMENSE_THRESHOLD then
    			return "TXT_KEY_STRENGTH_IMMENSE"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_POWERFUL_THRESHOLD then
    			return "TXT_KEY_STRENGTH_POWERFUL"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_STRONG_THRESHOLD then
    			return "TXT_KEY_STRENGTH_STRONG"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_AVERAGE_THRESHOLD then
    			return "TXT_KEY_STRENGTH_AVERAGE"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_POOR_THRESHOLD then
    			return "TXT_KEY_STRENGTH_POOR"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_WEAK_THRESHOLD then
    			return "TXT_KEY_STRENGTH_WEAK"
    		else
    			return "TXT_KEY_STRENGTH_PATHETIC"
    		end
    	end
    end
Cheers
 
I was curious if there is any way to use this mod with CCPT? That is defiantly my favorite mod, but I really hate not having all the great features of this mod.
 
Well, from that point of view, ANY mod is enforcing goodwill on other people... if we follow that logic, no mod whatsoever will ever be published, as ALL of them start as personal modifications to games based on, oh-oh, personal preferences.

This particular case, is just... I don't know how to define it. In any case, I will add it to his final version, the same as I am adding other things that I find lacking while deleting some that I find "too much". I may or may not share the mod-mod, and you may or may not feel willing "to be enforced" by it.

:rolleyes:
I won't miss what I don't know of, will I ;). bc1 has served you in the mean time, be a happy puppy.
 
I love this mod, but am having three weird glitches I was hoping someone knows how to fix already:

  • The city banners for all surrounding (even unmet) players appears ABOVE the fog of war. Kind of takes the surprise element out.
  • The city banner for my cities is incorrect - the icon for what is being built remains that for the worker, and is not even properly placed inside the city banner - also it doesn't change/update depending on what I am constructing.
  • The tooltips do not load at all - neither simple nor detailed.


In regards to UI mods, I have only InfoAddict in my mods folder, but it is NOT checked/activated (I don't know if simply having it in the folder causes problems).

Thanks for any help, and thanks for making this awesome mod, bc1!
 
My game keeps crashing at the start of my turn (It says during the barbarian turn),
do you know what's going on? I love this mod and can't play without it but I might
have to. I don't play with any other mods btw. Thanks in advance.
 
I love this mod, but am having three weird glitches I was hoping someone knows how to fix already:

  • The city banners for all surrounding (even unmet) players appears ABOVE the fog of war. Kind of takes the surprise element out.
  • The city banner for my cities is incorrect - the icon for what is being built remains that for the worker, and is not even properly placed inside the city banner - also it doesn't change/update depending on what I am constructing.
  • The tooltips do not load at all - neither simple nor detailed.

I have this problem as well. I fixed the city banner glitches by deleting the CityBanners folder from UI_bc1 (essentially reverted to vanilla) but I was unable to fix the tool tips not displaying.

I have had v1.22 (I believe it was this version) up and running in the past and it only recently broke. I updated to the latest beta hoping to fix it to no avail.

The only mods I've recently installed other than new civilizations are Cultural Diversity, Water Tiles Enhanced, Improvements In Water Tiles, Trading Posts Grow Into Towns, and Beyond the Future; none of which should have an effect on the UI in this way I would think.

Any helps much appreesh :p
 
Hello dear polite friend,

my intent was never for you to feel ignored... I thought reply had been made long ago to your ancient request:
  • my personal feeling is that the game's military might rating is hopelessly useless because of (1) the overly simplistic algorithm used to determine Military Might value, and (2) the use of military might by the Firaxis AI is orders of magnitude less efficient than a human player
  • as you may recall EUI aims to provide only information available in the base game, not more: if you read CvAdvisorCounsel.cpp, you will notice there are many cases for advisors to show something else than military might, based on the result of assessments some of which would be overly tedious to duplicate in lua
  • I have not found a way for EUI to have its own localized strings, and have to reuse existing ones: unfortunately there does not seem to be short existing appropriate ones for military might
  • you are welcome to publish - or not - EUI mod mods, the choice is yours
  • you might want to consider the following code for your mod mod's military might, which better duplicates relevant part of CvAdvisorCounsel.cpp (in which values are not hardcoded):
    Spoiler :
    Code:
    function GetPlayerMilitaryStrengthTextKey( player1, player2 )
    	if player1 and player2 then
    		local baseStrength = GameDefines.MILITARY_STRENGTH_BASE
    		local militaryStrength1 = baseStrength + player1:GetMilitaryMight()
    		local militaryStrength2 = baseStrength + player2:GetMilitaryMight()
    
    		-- Example: If another player has double the Military strength of us, the Ratio will be 200
    		local militaryRatio = militaryStrength2 * GameDefines.MILITARY_STRENGTH_RATIO_MULTIPLIER / militaryStrength1
    
    		-- Now do the final assessment
    		if militaryRatio >= GameDefines.MILITARY_STRENGTH_IMMENSE_THRESHOLD then
    			return "TXT_KEY_STRENGTH_IMMENSE"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_POWERFUL_THRESHOLD then
    			return "TXT_KEY_STRENGTH_POWERFUL"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_STRONG_THRESHOLD then
    			return "TXT_KEY_STRENGTH_STRONG"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_AVERAGE_THRESHOLD then
    			return "TXT_KEY_STRENGTH_AVERAGE"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_POOR_THRESHOLD then
    			return "TXT_KEY_STRENGTH_POOR"
    		elseif militaryRatio >= GameDefines.MILITARY_STRENGTH_WEAK_THRESHOLD then
    			return "TXT_KEY_STRENGTH_WEAK"
    		else
    			return "TXT_KEY_STRENGTH_PATHETIC"
    		end
    	end
    end
Cheers

Agree to disagree on everything.
1) The Mil advisor uses exactly that same formula to elaborate its wording about the relative power of your civ vs others. Using it does not give away information that is not part of the original UI, it just presents it in a condensed way.

2) The code with hardcoded strings I passed to you was exactly for the reason you mention: that you cannot use localized strings as part of a pseudo-DLC, so I decided to "customize" that little code snippet for this case. In other words, you do not need localized strings in order to generate the tootip: just use hardcoded values inside the function. A little less flexible, but it preserves the best your mod has: its DLC-like character.

3) No, you did not answer this issue before. Thanks for doing it now.
 
I love this mod, but am having three weird glitches I was hoping someone knows how to fix already:
  • The city banners for all surrounding (even unmet) players appears ABOVE the fog of war. Kind of takes the surprise element out.
  • The city banner for my cities is incorrect - the icon for what is being built remains that for the worker, and is not even properly placed inside the city banner - also it doesn't change/update depending on what I am constructing.
  • The tooltips do not load at all - neither simple nor detailed.
I have this problem as well
My game keeps crashing at the start of my turn (It says during the barbarian turn),
do you know what's going on? I love this mod and can't play without it but I might
have to. I don't play with any other mods btw. Thanks in advance.
I would need your lua.log to investigate (instructions in opening post)
The only mods I've recently installed other than new civilizations are Cultural Diversity, Water Tiles Enhanced, Improvements In Water Tiles, Trading Posts Grow Into Towns, and Beyond the Future; none of which should have an effect on the UI in this way I would think
it can if there are bugs with either mod xml coding or UI xml parsing

Cheers
 
My game became a lot more less stable with the newest version (kept on crashing within 70 turns), I reverted to 1.22 and ran a few games to 400+ turns without any problems.

Unfortunately I forgot to copy the lua.log with the latest beta to see what went wrong.
I'll see if I have some time today to run it again with the latest beta to get a log.

But wanted to mention it nonetheless. Not using any mods.

Edit:
Ran the game again with the beta5 to generate a log, but now it runs fine?
Might've been something else then and not mod-related?
 
Hey I recently bought BNW and I use the EUI. I was wondering where my consultants have gone.
So in G&K I had this little triangle where I got my information about military, external policy etc.

Has it disappeared because of the new DLC or because of the EUI? Sorry unfortunately I don't know the exact English therms of CIV because I play it in german..
 
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